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|difficulty={{DifficultyText|Easy}} | |difficulty={{DifficultyText|Easy}} | ||
|content=All combos ending with 5C can confirm into either 41236B/C or 214S. Very short and simple combos. | |content=All combos ending with 5C can confirm into either 41236B/C or 214S. Very short and simple combos. | ||
{{{!}} class=" | {{{!}} class="wikitable" style="white-space; | ||
{{!}}+ | {{!}}+ Combo List | ||
! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}} | ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}} | ||
! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}} | ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}} | ||
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{{!}} Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C. | {{!}} Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C. | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} j.A/C, 5A, 5C xx 41236+C (mash)... | ||
{{!}} Same as combo above except from a light aerial. All 3 jump in buttons will work, but j.A/C are the most common. | {{!}} Same as combo above except from a light aerial. All 3 jump in buttons will work, but j.A/C are the most common. | ||
{{!}}- | {{!}}- | ||
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{{!}} 2B s a great meter building option. If you catch someone approaching while meter building with 2B, 2C can combo at all ranges. | {{!}} 2B s a great meter building option. If you catch someone approaching while meter building with 2B, 2C can combo at all ranges. | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} 663C, 2C... | ||
{{!}} If you hit 663C a bit too far, use this combo instead for guaranteed damage. | {{!}} If you hit 663C a bit too far, use this combo instead for guaranteed damage. | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} 663C, 5C xx 41236+B/C OR 214+S | ||
{{!}} Works if 663C hits while you're close to the opponent. Useful for crossunders. | {{!}} Works if 663C hits while you're close to the opponent. Useful for crossunders. | ||
{{!}}- | {{!}}- | ||
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|difficulty={{DifficultyText|Easy}} | |difficulty={{DifficultyText|Easy}} | ||
|content=Due to Alessi's unique s.ON mode, he doesn't have many s.ON combos | |content=Due to Alessi's unique s.ON mode, he doesn't have many s.ON combos | ||
{{{!}} class=" | {{{!}} class="wikitable" style="white-space; | ||
{{!}}+ | {{!}}+ Combo List | ||
! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}} | ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}} | ||
! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}} | ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}} | ||
{{!}}- | {{!}}- | ||
{{!}} ...s. | {{!}} ...cl.s.5A, cl.s.5C xx s.41236+C (mash) OR s.63214+C OR 214+S... | ||
{{!}} | {{!}} Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select. | ||
{{!}}- | {{!}}- | ||
{{!}} .. | {{!}} ...s.66C (closest possible connect), cl.s.5C xx s.41236+C (mash) OR s.63214+C... | ||
{{!}} | {{!}} Alessi's s.On dash has different properties depending on which side of the screen you are standing. All you need to know is his s.On dashing attacks are more plus when Alessi is on the left, and this combo is only possible from the left side as well. | ||
{{!}}- | {{!}}- | ||
{{!}}} | {{!}}} | ||
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*Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo. | *Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo. | ||
*Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo. | *Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo. | ||
*The alternate route does less stand gauge damage than the standard one. Works on the same characters stated above. | *The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above. | ||
}} | }} | ||
{{ComboCard | {{ComboCard | ||
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|file=large gauge.webm | |file=large gauge.webm | ||
|content= | |content= | ||
*For both the standard and the Devo route, make sure the s.5C is the far version. | |||
*Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time. | *Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time. | ||
}} | }} | ||
Full video with every example listed = https://youtu.be/puArPnz_FIk | Full video with every example listed = https://youtu.be/puArPnz_FIk | ||
=== Stand Crash and Crush Enders === | === Stand Crash and Crush Enders === | ||
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|(?SC Sequence)...s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... | |(?SC Sequence)...s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... | ||
|}Can be used after !SC or !!SC. | |}Can be used after !SC or !!SC. | ||
*After cl.s.5c, make sure to do a forward jump. A light tap of 7 (short jump) works well. | |||
*After cl.s.5c, | |||
*Universal combo. | *Universal combo. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|(?SC Sequence)...[AB], s.j.c, cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... | |(?SC Sequence)...[AB], s.j.c, cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... | ||
|}Can be used after !SC or !!SC. | |}Can be used after !SC or !!SC. | ||
* | *When doing the optimal route, neutral jump s.j.C against Iggy in corner or s.j.C will whiff. | ||
*After cl.s.5c, wait until hitstop is over before releasing [AB], otherwise ]AB[ will be small. | *After cl.s.5c, wait until hitstop is over before releasing [AB], otherwise ]AB[ will be small. | ||
*Universal combo. | *Universal combo. |
Latest revision as of 02:35, 5 February 2025
Basic Combos
Basic Combos Stand OFF Easy
Combo | Note |
---|---|
...5A, 5C xx 41236+B/C (mash) OR 214+S... | Use B or C version of gun depending on distance. |
...5A, 2C... | s.ON characters do not get knocked down, try using other combos if possible. |
...5A, S+5C xx s.63214+C... | Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C. |
j.A/C, 5A, 5C xx 41236+C (mash)... | Same as combo above except from a light aerial. All 3 jump in buttons will work, but j.A/C are the most common. |
j.A (crossup), 5A, 5C xx 41236+C... | j.A can "crossup" opponents due to its large horizontal hitbox, making it very useful. Use it often. |
...2B, 2C... | 2B s a great meter building option. If you catch someone approaching while meter building with 2B, 2C can combo at all ranges. |
663C, 2C... | If you hit 663C a bit too far, use this combo instead for guaranteed damage. |
663C, 5C xx 41236+B/C OR 214+S | Works if 663C hits while you're close to the opponent. Useful for crossunders. |
Basic Combos Stand ON Easy
Combo | Note |
---|---|
...cl.s.5A, cl.s.5C xx s.41236+C (mash) OR s.63214+C OR 214+S... | Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select. |
...s.66C (closest possible connect), cl.s.5C xx s.41236+C (mash) OR s.63214+C... | Alessi's s.On dash has different properties depending on which side of the screen you are standing. All you need to know is his s.On dashing attacks are more plus when Alessi is on the left, and this combo is only possible from the left side as well. |
Stand Crush Unblockable Reset Routes
Your strongest combo available. Does extremely high damage, around 50-60% depending on the starter, not including the Alessi Mode combos afterwards. Any route works, as long as it ends with 5A, 663A > S+6C, as well as the opponent's stand gauge being 13 or less. Adapt on the fly based on the opponent's stand gauge meter, and experiment to see what route you find most useful. If the opponent's stand gauge going to crash early, you can substitute cl.s.2A which deals 0 stand gauge damage. Hold forward when doing cl.s.5C to make it easier to execute.
Some characters can escape this combo, being the weapon stand users Alessi ,
Chaka , and
Old Joseph , including
Vanilla Ice if they turn off their stand between the gap of 663A and cl.s.5C. This is a 1 frame trick, and very useful to learn, although quite difficult to time. If the opponent is able to consistently do this, just do the normal stand crash combo if you're desperate for damage. You can also do 5A 5A 663A cl.s.5C !SC to mix up the timing, although it is less consistent on Avdol.
Small Gauge ?SC Route Works on Chaka ,
Jotaro , and
Vanilla Ice Intermediate
Alternative Route ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C ?SC...
- Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
- Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
- The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above.
Medium Gauge ?SC Route Works on Avdol,
Dio ,
Iggy ,
Old Joseph ,
Polnareff Intermediate
Alternative Route ...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
- Depending on the starter, this may not be enough to stand crash. If the starter does low levels of stand gauge damage, do the alternate route.
- When doing the alternate route, space out the s.5A's a bit so s.5B is the close version.
Large Gauge ?SC Route Works on Alessi ,
Devo,
Kakyoin ,
New Kakyoin ,
Midler Intermediate
Devo Route ...(CC Confirm) 214+S {5C, cl.6B, cl.6B, cl.6B, cl.6B} 5A, 663A > S+6C ?SC...
- For both the standard and the Devo route, make sure the s.5C is the far version.
- Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time.
Full video with every example listed = https://youtu.be/puArPnz_FIk
Stand Crash and Crush Enders
Basic Route | (?SC Sequence)...s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... |
Can be used after !SC or !!SC.
- After cl.s.5c, make sure to do a forward jump. A light tap of 7 (short jump) works well.
- Universal combo.
Advanced Route | (?SC Sequence)...[AB], s.j.c, cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... |
Can be used after !SC or !!SC.
- When doing the optimal route, neutral jump s.j.C against Iggy in corner or s.j.C will whiff.
- After cl.s.5c, wait until hitstop is over before releasing [AB], otherwise ]AB[ will be small.
- Universal combo.
Flashy 2 Meter Route | (?SC Sequence)...s.j.B [AB], cl.s.5A xx ]AB[ xx 214+S xx 236+AA... |
Can be used after !SC or !!SC
- A more flashy than optimal ender that uses a CC cancel. 214s should already be inputted when ]AB[ hits. The 236+AA is unblockable, so make sure it does not combo for optimal unscaled damage.
- Universal combo.